107 Sales Enablement Through Games? You Bet, and Bottom-Line Results Prove It!
10:45 AM - 11:45 AM Wednesday, October 23
Montego B
Research shows that sales training positively impacts productivity, quality, and financial results. Still, sales enablement through training can be difficult. Every minute a salesperson is away from selling costs the company money. You need fast, effective, and impactful models to develop sales training that works.
In this session, you’ll learn about digital and analog games that have helped increase sales trainee engagement, sales knowledge, and most importantly, sales results. Learn how one organization converted a live classroom role-play into an online simulation, increasing sales by 12 percent at the medical device company. See an example of how a customized card game helped sales representatives embrace role-plays. Discover how a VR sales environment is tracking sales behaviors and providing critical decision-by-decision feedback in a game-based realistic situation. Learn how a board game helped pharmaceutical sales representatives learn how to conduct a “whole office call” using consultative selling techniques. Gain ideas and insights for your own sales enablement efforts.
In this session, you will learn:
- How games can help sales professionals practice their skills
- How you can use games to teach complex systems to sales professionals
- About real world examples of the positive impact that sales simulations and games can have on a sales results
- Design principles that make sales-based learning interventions effective
Audience:
Designers, managers, senior leaders (directors, VP, CLO, executive, etc.)
Karl Kapp
Professor
Commonwealth University
Karl Kapp, EdD, is a professor of instructional technology at Commonwealth University in Bloomsburg, Pennsylvania who teaches instructional game design, gamification, and online learning design. He keeps busy internationally consulting, training, coaching, and counseling established companies, academic institutions, and startups. He co-founded L&D Mentoring Academy, which helps midcareer learning professionals move to the next level. Karl has authored many books and created several LinkedIn Learning courses. In 2019, he received the ATD Distinguished Contribution to Talent Development Award. His YouTube series, "The Unauthorized, Unofficial History of Learning Game," is his current passion project.
Mary Nicholson
Professor, Department of Instructional Technology
Bloomsburg University
Mary Nicholson has been teaching online courses for over 15 years. Mary’s focus and specialty is the design of interactive online activities and the use of social-media tools for creating dynamic online communities of practice. She bases her work and presentations on the best practices she includes in her own classes and workshops. Mary holds a PhD degree in educational psychology, an MEd degree in educational technology, and a BS degree in industrial education, all from Texas A&M University.
SELR102 Do Your Employees Hate Training? Games Are the Solution!
11:00 AM - 11:45 AM Wednesday, October 23
Expo Hall: eLearning Rockstars Stage
You need to train your team, but your employees say they hate training. Why? Because most corporate training is broken; it’s often long, boring, and passive—resulting in very low retention rates. Training in the form of reading, lectures, audio, or visual presentations only yields 5 –30% retention rates. That means that 70% of your efforts are being wasted.
A successful training program must be fun, short, mobile, and social. When trainers achieve this combo learners are more engaged, performance objectives are improved, and knowledge retention increases. How do you make this happen? With games!
In this session, we will demonstrate why game-based training is critical for engaging your employees and changing their behavior. Games are simply the best way to provide active training. We’ll show you examples of games across industries, and explain which game mechanics align with specific performance objectives. We will show you how to create games and how to build a gamification strategy that can be used for new-employee onboarding, sales and product training, leadership development, safety, security, compliance, systems and processes, customer service, and many other training topics. Once you create a game-based training strategy, your employees will be begging for more training!
In this session, you will learn:
- Why traditional training isn’t working anymore
- That training needs to be active to increase knowledge retention and change behavior
- That game-based training is the solution to making your training more active and engaging
- How game-based training can increase knowledge retention and change behavior when training soft skills
- Examples of game-based training
- How to create a game
Technology discussed:
The Training Arcade®
Target audience:
Designers, developers, managers, senior leaders (directors, VP, CLO, executive, etc.)
Stephen Baer
Chief Solutions Officer
ELB Learning
Stephen Baer is Chief Solutions Officer of ELB Learning, Forbes.com thought leader, and EdTech speaker with over 20 years of experience creating immersive training solutions. He focuses on leveraging eLearning, game-based learning, interactive video, and virtual reality to re-skill learners, change behaviors, and foster continuous learning. Previously, Stephen was Co-Founder of The Game Agency and Director of Marketing at Atari Inc. He holds a B.A. from Oberlin College and an M.B.A. from Columbia University and serves on the Board of Advisors for the Life Sciences Trainers & Educators Network.
SMNX103 Mastering Digital Transformation with Business Simulations
12:15 PM - 1:00 PM Wednesday, October 23
Expo Hall: Management Xchange Stage
Digital transformation is about tools and technology, but it is even more about a successful change management process within the organization. This journey needs to engage every contributor within the organization in order to foster and drive a mindset of agility, ownership, innovation, performance, and success. Gamification, and especially business simulations, can facilitate that process of engaging minds and souls to define your digital transformation strategy and roadmap, and execute it successfully.
In this session we will demonstrate and explore tools, best practices, and examples on how gamification and business simulations can help an organization to master that digital transformation process. Through the real-life experience gamification and especially simulations provide, you can identify the key focus area for development and foster the desired behavior sustainably and measurably.
In this session you will see, touch, feel, experience, and explore gamification tools and techniques, games, and business simulations through the lens of examples, best practices, and case studies on how we have successfully accompanied organizations in their digital transformation journeys. We will show you how we used the principles of game design to foster the “right” mindset in the organization, starting with setting the right priorities and steps to deal with digital transformation and disruptions.
A successful digital transformation journey starts with definitions, fostering knowledge and wisdom to assure that everyone is aligned behind the same definitions and understanding. So we will start there, and engage you in a conversation on how technology can help you drive that knowledge and understanding and tap into the collective intelligence and experience within your company. We then take you through the journey of creating a digital roadmap—which is unique for each organization but follows the same guided process—and show you key ideas and tools to work around the typical issues with a change management process. You will leave this session with inspiration, ideas, and insights on how you can make every contributor within your organization feel valued and recognized as a unique and important link in the value creation chain and engaged to transform processes for higher performance and sustainable growth.
In this session, you will learn:
- How to harness the power of game design and gamification to define and implement a digital strategy and roadmap successfully
- How other organizations have faced the challenges of digital transformation
- Why business simulations are such a powerful tool for organizational development
- How to define a successful change and organizational development process
- How your organization´s business model can stay relevant and agile in a digitally disrupted marketplace
- About tools, games, and best practices that are used in innovative learn design
- What digital transformation is all about anyway
Target audience:
Managers, senior leaders (directors, VP, CLO, executive, etc.), anyone interested in gamification and digital transformation
Angela Feigl
VP Global Growth, Enterprise Solutions
MPS Interactive
Angela Feigl, VP Global Growth, Enterprise Solutions for MPS Interactive, has 20+ years of experience in designing, managing, and facilitating high-impact learning and organizational development initiatives for companies of all sizes across geographies and industries, with a major focus on management and leadership training. Her unique skill is leveraging gamification tools and techniques to enhance learning effectiveness and behavior change, as well as KPI measurement in training. Angela holds a master of business administration and a DEA in international economics. Born in Vienna, Angela has lived in Paris, Lyon, Bangkok, Barcelona, and Stuttgart. She currently resides in Dallas, TX and has been part of the MPS TOPSIM family since 2015.
207 Phaser 3: A Free Authoring Tool for Gamified eLearning
1:15 PM - 2:15 PM Wednesday, October 23
Montego DE
As eLearning professionals, we know gamification helps make learning fun and engaging. It can be a challenge to find the right authoring tool to maximize gamification, while meeting your institutional needs of flexibility, quality, experience, and price. Look no further—the world of video game development has new authoring tools that eLearning professionals can adopt for amazing gamified learning creation.
In this session you’ll explore how Phaser 3, a free game building engine, can create engaging HTML5-based eLearning games and applications through this newly-improved, open-source framework. Join GameTheory Co. and the International Youth Foundation (IYF) to learn why they turned to this tool when developing an online soft skills training for young people. Learn the benefits Phaser 3 offers eLearning experts and developers as they strive to create better products, expand reach, and push creative boundaries in pursuit of meeting the needs of their users. This session will explore the pros and cons of Phaser 3 and give attendees a crash course in its use and special attributes using IYF's new game-based course, Passport to Success Online, as a case study.
In this session, you will learn:
- About Phaser 3's unique abilities, brought to life by a compelling case study of its usage
- The basics functions of Phaser 3, and how game design toolkits can be used to develop highly interactive, creative, and low bandwidth-friendly courses
- Which insights into the creative opportunities are available to innovative designers and developers through game design authoring tools
- How to integrate this open-source authoring tool into your existing development processes, and hear about its community of practice
Audience:
Designers, developers
Technology discussed:
Phaser 3, Cornerstone OnDemand
Shannon Mitchell
Chief Operating Officer
GameTheory
Shannon Mitchell is the COO of GameTheory, an award-winning game studio where she leads a team of educational developers and experts in Phaser 3. Named by Bustle as a top woman redefining STEM, she's committed to creating a future of increased access, lowered barriers, and open possibilities for positive technology. Her areas of expertise include agile game development, project management, and user testing. She graduated summa cum laude from Champlain College's Game Management program, where she's currently a professor of game design. In her free time, she is an IGDA mentor for rising game developers across the country.
Rhonda Greenway
Corporate Programs Manager
International Youth Foundation
Rhonda Greenway is the corporate programs manager for the International Youth Foundation (IYF), where she creates and tests eLearning tools and administers the global LMS. As part of the Asset Strategy Knowledge Unit, she supports IYF's digital strategy and advises on IYF's monitoring, evaluation, and learning platform, a Salesforce-based solution. Rhonda has developed curricula for both the World Food Prize and the Iowa High School Model UN Program, and managed the Iowa International Center's language program. Rhonda is a New Leaders Council fellow, former UNA-USA National Council member, and holds a BA in political communications and global studies from UNI.
307 Mechanics and Motivators: A Deliberate Approach to Gamifying Learning
3:00 PM - 4:00 PM Wednesday, October 23
Barbados AB
When it comes to creating gamified or game-based learning experiences, most practitioners throw game mechanics at a program without a methodology or rational strategy. They assume that what is fun for them will be fun for their participants. The result is hit-or-miss. When budgets and time are in short supply, organizations cannot afford such an approach.
In this session you will learn a practical approach to determining which game mechanics will motivate a targeted audience. You will learn how an empirically-based taxonomy of core human desires predicts what will be "fun" for specific participants, why some people like competition while others prefer quiet concentration, and still others enjoy letting it all ride on black. Rather than trying to force everyone to play, you create experiences they want engage with.
In this session, you will learn:
- A deliberate approach to apply game mechanics
- How the 16 Core Desires determine "fun"
- Which game mechanics "trigger" the Core Desires
- An overview of the first empirically-based taxonomy of human core desires
- A strategy for creating learner personas
Audience:
Designers, developers
Jonathan Peters
Chief Motivation Officer
Sententia
Jonathan Peters, PhD, studies the science and art of motivation. As a speaker, he has helped audiences from Melbourne, Australia to Augusta, Maine more effectively communicate with their customers and team-members. As the chief motivation officer at Sententia, he applies his knowledge and experience to make learning more enticing, engaging, and encouraging through gamification. Dr. Peters is the co-author of Deliberate Fun: The Purposeful Application of Game Mechanics to Learning Experiences. He is also an adjunct professor at the University of Nevada, Las Vegas, though he calls South Padre, Texas home.
407 Best Practices for Planning, Developing & Implementing Serious Games
10:45 AM - 11:45 AM Thursday, October 24
Andros B
Many people in the eLearning realm are attempting to use gamification and serious games to spark employee engagement and drive learning retention. The biggest setbacks for are little-to-no planning, tough to pinpoint metrics, little-to-no implementation strategy, and insufficient or nonexistent post-deployment support.
In this session we will talk about planning, developing, implementing, and supporting serious games for companies that have never gone down the route of serious games and gamified learning experiences. We will discuss what makes a serious game a success or a failure, and address the proper steps to take throughout each phase of the project to ensure success. You will learn best practices and common pain points.
In this session, you will learn:
- Best practices to ensure a successful serious game implementation
- How to support serious games at your organization
- How to ensure a successful serious game implementation
Audience:
Designers, developers, managers, senior leaders (directors, VP, CLO, executive, etc.)
Technology discussed in this session:
Unity, VIVE, Oculus, mobile apps
Andrew Hughes
President
Designing Digitally, Inc.
Andrew Hughes is the president of Designing Digitally, Inc. and has over a decade in the strategical planning and development of enterprise custom gamified learning solutions for government and Fortune 500 clients. Andrew is also a professor at the University of Cincinnati and prior to this was a contractor for the US Department of Education, Ohio Board of Regents, and General Electric. Andrew oversees a team of 30 employees and is focused on ensuring the clients’ challenges are met with engaging, educational, and entertaining learning experiences.
SELT203 Microlearning Gamification Without the Games
12:15 PM - 1:00 PM Thursday, October 24
Expo Hall: eLearning Tools Stage
Gamification and microlearning are two of the biggest buzzwords in eLearning today. How do you effectively use them together to ensure that you’re delivering a learner-centric experience that’s not just bells and whistles, but an engaging and effective experience that learners find valuable?
In this session we’ll examine gamification from the learner’s perspective to discover what they really want, which may be quite different from conventional thinking. Skip past buzzwords, and focus on practical implementations of gamified microlearning. We’ll examine practical gamification scenarios for front-line training, soft skills training, and compliance training.
Gamification and Agile microlearning go hand-in-hand. We’ll explore how to use them both to skyrocket engagement.
In this session, you will learn:
- Why microlearning gamification is better without the games
- How to use gamification elements within an Agile microlearning context
- Which intrinsic and extrinsic motivation factors you can and should leverage
- When to use gamification elements such as leaderboards, points, and badges, and when to avoid them
- Which strategies for gamified microlearning succeed in different industries
- How to effectively measure gamification impact
Technologies discussed:
OttoLearn Agile Microlearning, PowerBI
Target audience:
Designers, developers, managers, senior leaders (directors, VP, CLO, executive, etc.)
Dan Belhassen
President/Founder
Neovation Learning Solutions
Dan Belhassen is the president and founder of Neovation Learning Solutions. A 20+ year tech entrepreneur, Dan Belhassen is passionate about how integrating relevant technology improves KPIs and drives opportunities, with a laser-focus on how best to measure the impact of online training to close skill and knowledge gaps. His speaking style is best described as "demystifying all things internet, making technology understandable/adoptable even by the least tech-savvy person in the audience” while engaging and even challenging the technical professionals in the room.
STRS203 Stay Sharp! Competition for Engagement and Reinforcement
12:15 PM - 1:00 PM Thursday, October 24
Expo Hall: Strategic Solutions Stage
When training is not a requirement, participation in your learning program is optional and your users train on their own time. Getting your audience to make the choice to join your community requires some enticement.
Providing engaging content is key. Rewards and gamification can take things up a notch. Leaderboards help tie the community together and get your users interested in what their peers are doing. All these features can help lead your program down the path to success, however an engaged user is a hungry user who continually wants more … more engagement, more rewards, and more COMPETITION. So, what's next?
In this session, you will get a peek under the hood at an approach and solution that leverages an existing base of content towards a global quiz game that fosters competition with program participants from around the world. Participants can earn access to play a fun and engaging trivia-style quiz game based on knowledge they learn within the larger program. They can earn and level-up against their peers to earn greater prizes, trophies, and bragging rights. The larger the community, the greater the opportunity to get them to play together and continue to learn.
Be sure to bring your phone to join in the competition during our session!
In this session, you will learn:
- Designing content to support gaming
- Leveraging games for reinforcement
- Supporting a global audience
- Creative approaches to competition
- Adding unique program hooks
Target audience:
Designers, developers, managers, senior leaders (directors, VP, CLO, executive, etc.)
Steve Hoerner
Director of Account Services
Motivation Technologies
Beat Bartlome
SVP of Solutions Development
Motivation Technologies
516 BYOD: Gamify Your Content with xAPI and Unity
1:15 PM - 2:15 PM Thursday, October 24
Montego C
Commonly used eLearning platforms typically offer only a limited amount of options when it comes to gamification. Similarly, traditional learning management systems can sometimes lag behind when it comes to observing learner usage. New technologies that solve these problems are certainly available, but how can you get started with them in a way that isn’t challenging and complicated to implement? This session aims to provide you with the solution; a guide to the tools that can help you overcome these challenges through an ecosystem approach.
In this hands-on session you’ll learn how to set up components of an xAPI ecosystem—from the learning record store to a Unity application that sends statements. We’ll walk through the process for setting up an LRS using Learning Locker and Amazon Web Services. Then we'll create a Unity application that can send custom xAPI statements to our new LRS. Using the TinCan.net library and some stock code, by the end of this session you’ll have an xAPI-enabled application that can be further customized to create gamified learning experiences in nearly any scenario imaginable.
In this session, you will learn:
- How to set up an LRS using Learning Locker and AWS
- How to build a basic Unity application
- How to leverage C# scripting to send xAPI statements
- What challenges we faced when developing and implementing our first Unity application and how we overcame them
Audience:
Designers, developers
Technology discussed:
Learning Locker, Amazon Web Services, Unity, xAPI
Participant technology requirements:
Please bring a computer that meets Unity's system requirements and pre-install the Unity application. (This can take over an hour, depending on your network connection.)
Aric Mazick
Learning Designer
Holiday Inn Club Vacations
Aric Mazick is a learning designer with a passion for technology. He's exploring the use of emerging industry technologies and, thanks to an engaged and supportive leadership, has made waves in his company. He has spoken at multiple industry conferences about augmented reality and Unity development, and won Best Immersive/Simulation for his blended leadership program at Learning Solutions DemoFest 2019.
Jose Torres
Learning Systems Manager
Holiday Inn Club Vacations
As a learning systems manager, José Torres combines his IT management knowledge with his passion for learning and development. Using his 10+ years of experience in the information technology field, José now enjoys researching, developing, and sharing new technologies with the L&D world. His background also includes system and network administration for higher education institutions.
SELR204 Getting Serious (Games) About Soft Skill Training
1:15 PM - 2:00 PM Thursday, October 24
Expo Hall: eLearning Rockstars Stage
Recently Google tested its hiring algorithms and found that seven out of their eight most important employee qualities involve soft skills. These include: being a good coach; communicating and listening well; possessing insights into others; having empathy toward and being supportive of colleagues; being a good critical thinker; problem solving; and being able to make connections across complex ideas. These skills are as teachable as any other skill. MIT Sloan researchers have the data to prove that not only can soft skills be taught, but that by doing so companies can recognize substantial ROI. The problem is that most companies don't know how to teach soft skills effectively. The answer is serious games.
By using serious games, companies can engage learners on a much deeper level, simulate real-world situations, encourage peer collaboration, provide instant feedback, and measure results. During this session we will showcase four simulation games designed to improve leadership, sales, and customer service skills, as well as alter IT security behaviors.
In this session, you will learn:
- The importance of soft skills in any corporate environment
- Why games are the best tool to use to train soft skills
- How powerful branching path games are for training leadership, sales, customer service, and cyber security
- How to build an engaging scenario or branching path game to train soft skills
- How to use data and analytics to measure the success of your branching path game, or how to understand where you may need to make changes in your game to change soft skills behavior
Target audience:
Designers, developers, managers, senior leaders (directors, VP, CLO, executive, etc.)
Richard Lowenthal
Managing Partner
The Game Agency
Richard Lowenthal, a managing partner at The Game Agency, heads-up business services. Richard has more than 25 years of game development, publishing, and training experience. He has worked on training games with such companies as Intel, Microsoft, Colgate, Merck, and Pfizer, and educational games with AARP, National Geographic, Sesame Workshop, Disney, and The Learning Company. He’s also negotiated licensing deals for world-class brands including Wheel of Fortune, Jeopardy!, Monopoly, Scrabble, Bicycle Cards, Sesame Street, Crayola, and National Geographic. Richard holds a BS degree in aerospace engineering from the University of Texas at Austin.
STRS205 10 Games You Can Use to Make Instructional-Led Training More Effective
2:15 PM - 3:00 PM Thursday, October 24
Expo Hall: Strategic Solutions Stage
According to the National Training Laboratories, passive training (lectures, reading, and videos) results in 5 –20 percent retention rates while active training (learning-by-doing, playing games, or participating in activities) can deliver retention rates as high as 90 percent. Despite this significant delta, the majority of trainers fall back on Death by PowerPoint, driving employees to complain about boring and ineffective training.
Knowledge retention is key but active training can deliver much more: motivated learners; critical thinking skills; problem-solving skills; creative thinking skills; collaboration; and interpersonal skills. It’s time for the training industry to adopt active training more regularly.
Effective instructor-led training is not about being the “sage on the stage”–it’s about being the “guide on the side,” leading participants to water instead of blasting them with the fire hose.
In this session I will compare passive vs. active training techniques, showcase 10 games that trainers can use to engage their attendees, and provide five takeaways for how trainers can easily and affordably deploy games in their classrooms.
In this session, you will learn:
- About active vs. passive learning
- 10 games and activities, and identify when to apply each one to your instructional-led training
- About gamification (points, badges, leaderboards, prizes) and how they can motivate learners
- About data collection and how to apply individual/group trends to future classroom sessions
Target audience:
Developers, designers, managers, senior leaders
Stephen Baer
Chief Solutions Officer
ELB Learning
Stephen Baer is Chief Solutions Officer of ELB Learning, Forbes.com thought leader, and EdTech speaker with over 20 years of experience creating immersive training solutions. He focuses on leveraging eLearning, game-based learning, interactive video, and virtual reality to re-skill learners, change behaviors, and foster continuous learning. Previously, Stephen was Co-Founder of The Game Agency and Director of Marketing at Atari Inc. He holds a B.A. from Oberlin College and an M.B.A. from Columbia University and serves on the Board of Advisors for the Life Sciences Trainers & Educators Network.
607 Training Games - The Best Tool To Educate & Motivate Employees
3:00 PM - 4:00 PM Thursday, October 24
St Croix AB
Our mission at The Game Agency is to help companies train their employees better. Investing in human capital is the most important strategy a company can have to ensure its workforce has the knowledge and confidence to be successful. People are so distracted today and traditional training is simply not stimulating enough. Creating a game-based learning strategy can be overwhelming and just getting started can be daunting. Gamified learning is pointless without good data and robust analytics; however understanding all the data and analytics can be challenging.
In this session, we'll demonstrate how games encourage active participation, increase knowledge retention, and drive performance. We'll showcase best practices in using games to enhance eLearning and ILT for onboarding, product training, sales training, and compliance training. We'll provide step-by-step instructions on how to start on the right path to building a training game. We'll explore five performance objectives and align a game mechanic with each learning goal. We'll talk about how to analyze data received from your training, understand ways to detect unique behavioral trends, and when to use this data to adjust your training to reach your performance objectives.
In this session, you will learn:
- How to make a good game that will ensure your content sticks
- How to use data to adjust your training
- How to incentivize your employees to return to your training
- How to detect unique behavioral employee trends
- What is the corrective feedback paradigm and why it's important
Audience:
Designers, developers, managers, trainers, senior leaders (directors, VP, CLO, executive, etc.)
Richard Lowenthal
Managing Partner
The Game Agency
Richard Lowenthal, a managing partner at The Game Agency, heads-up business services. Richard has more than 25 years of game development, publishing, and training experience. He has worked on training games with such companies as Intel, Microsoft, Colgate, Merck, and Pfizer, and educational games with AARP, National Geographic, Sesame Workshop, Disney, and The Learning Company. He’s also negotiated licensing deals for world-class brands including Wheel of Fortune, Jeopardy!, Monopoly, Scrabble, Bicycle Cards, Sesame Street, Crayola, and National Geographic. Richard holds a BS degree in aerospace engineering from the University of Texas at Austin.
707 Building Point-and-Click Learning Games in Storyline
8:30 AM - 9:30 AM Friday, October 25
St Croix AB
Curious about making games a part of your solutions in a meaningful way? Why not make something unique, engaging, custom-designed, and truly game-based? Point-and-click games, in which choices, puzzles, and discovery lead to memorable learning experiences, are remarkably simple to build using eLearning authoring tools. You may not think of yourself as a game designer, but you probably already create engaging scenarios in which the objective (win-state) is for the learner (player) to come away with usable knowledge (rescue the princess). And building the additional skills you’ll need for crafting these games, such as customizing art, adding interactions, and planning a learner adventure, is not as tricky as it might seem.
In this session you'll learn more about how educational point-and-click games can play a part in your work, and how to develop your own in Articulate Storyline. You’ll find out how to leverage the nuts and bolts needed to build the experience: layers, states, variables, triggers, and hotspots. You’ll explore fundamental game mechanics, like choice-branching, quick-time events, and simple puzzles, and how to plan these intermittently throughout the adventure. And finally, you'll look at the five steps you can use to make planning the underlying narrative of your game easier and more efficient.
In this session, you will learn:
- Why point-and-click games can be effective, customizable, and memorable eLearning experiences
- How to develop a point-and-click learning game using Articulate Storyline
- How to plan the story, scenes, and various interactions of your game to best suit the learning content (and common pitfalls to avoid)
- How leveraging game mechanics and game psychology builds engagement, and what that means for constructing gamified learning
- How to find, customize, and insert open-source art, music, sound effects, and other elements to dramatically elevate your game
Audience:
Designers, developers, game enthusiasts
Technology discussed:
Articulate Storyline, Adobe Photoshop, ThingLink
Daniel Powers
Senior Instructional Designer
Oregon State University
Daniel Powers is a senior instructional designer with Oregon State University's division of outreach and engagement, where he lovingly designs eLearning experiences on topics as varied as blueberry cultivation and drone pilot FAA compliance. He has taught online courses for OSU and the University of California - Irvine. Daniel is also an independent instructional design consultant for private firms and non-profits, and is currently working on "Effective Communication During the Zombie Apocalypse," an eLearning soft-skill adventure game.
807 Optimizing Teams to Build Immersive Learning Games
10:00 AM - 11:00 AM Friday, October 25
Barbados A
Learning games are a fun and interactive way to help enhance knowledge and skills. When learners are immersed in a learning game, there’s a higher likelihood they’ll take away key concepts. However, creating immersive learning games can be time consuming. At DISH we wanted to use games, but there were too many concurrent initiatives that forced our learning professionals to be spread too thin to cover a lot of ground. To focus on building more immersive learning games, the organization needed to adjust its development strategy to leverage their workforce in a smarter and more efficient manner.
In this case study session, you’ll learn how DISH overcame their resource challenges and efficiently built DemoFest's 2018 Best of Show Hopper Escape Room. You’ll get insight into the development strategy DISH's learning team used to go from inception to implementation in less than six months. You’ll also learn best practices you can apply to make your development workflow more efficient and effective. So, whether you’re a one-person shop, small learning team, or large organization, you’ll walk away with tactics you can implement to create the best possible version of your learning game with the resources you have.
In this session, you will learn:
- How to take your learning game design strategy to the next level
- Which tactics can improve efficiency in learning game design
- How to get leadership buy-in and trust so you can dedicate resources to creating your learning games
- What resources you’ll need to create a successful learning game
Audience:
Designers, developers, managers
Technology discussed:
Articulate Storyline, Adobe Illustrator, Adobe Premiere
Armando Mancera
Senior Manager, Learning Experience Design
DISH
Armando Mancera is a 16-year veteran in training and development. He has held positions in instructional design, learning content management, facilitation, and leadership. He completed his graduate studies at Arizona State University, earning a master’s of education degree with an emphasis in educational technology. His passion for working in education revolves around using technology to enhance learning strategies, and helping others gain skills and knowledge to achieve their goals. At DISH, Armando leads the teams responsible for designing training to support all of the company's customer acquisition and retention efforts.
Pace Myrick
Learning Experience Design Manager II
DISH
Pace Myrick is an accomplished learning leader in the learning and development field for seven years. He has led instructional designers and trainers to build and deliver award-winning content, as recognized by Training Magazine, Brandon Hall Group, and more. With a bachelor's degree in human resource development and extensive experience in leading people, Pace has held fundamental roles in changing the training landscape at DISH.